Dwarf War Chief
Medium natural humanoid
Level 6 Elite Soldier XP 500

HP 144; Bloodied 72Initiative +7
AC 22, Fortitude 19, Reflex 17, Will 18Perception+6
Speed 5Low-light vision
Saving Throws +2 (+7 against poison effects); Action Points 1

Traits

Stand the Ground

Whenever the war chief is pulled, pushed, or slid, it can move 1 square less than the effect specifies.

Steady-Footed

The war chief can make a saving throw to avoid falling prone when an attack would knock it prone.

Standard Actions

Greatclub (weapon) At-Will

Attack: Melee 1 (one creature); +10 vs. AC

Hit: 2d8 + 5 damage, and the war chief gains 5 temporary hit points.

Spinning Club (weapon) Recharge

Attack: Close burst 1 (enemies in the burst); +8 vs. Reflex

Hit: 3d8 + 5 damage. If the war chief hits a target marked by it, each enemy in the burst is immobilized until the start of the war chief’s next turn.

Minor Actions

Battlefield Focus Recharge when the marked enemy or enemies drop to 0 hit points or fewer

Effect: The war chief marks one or two enemies it can see within 10 squares of it until the end of the encounter.

Triggered Actions

Brutal Club (weapon) At-Will

Trigger: An enemy adjacent to the war chief and marked by it moves, shifts, or makes an attack.

Attack (Immediate Interrupt): Melee 1 (the triggering enemy); +10 vs. AC

Hit: 2d8 + 5 damage, the target is immobilized until the start of the war chief’s next turn, and the war chief gains 5 temporary hit points.

Skills Dungeoneering +11, Endurance +11, Intimidate +10
Str 19 (+7)                Dex 14 (+5)                Wis 16 (+6)
Con 16 (+6)                Int 12 (+4)                Cha 14 (+5)

Alignment Unaligned        Languages Common, Dwarven
Equipment: greatclub , hide armor .

Published in Dark Sun Creature Catalog, page(s) 41.